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In an FPS, if you had to make a long range HS and the enemy's head was 10px diameter then higher CPI would give you an advantage?

post #1 of 16
Thread Starter 
For example.

Team Fortress two, you're a sniper trying to headshot another sniper from across the map. They are so far away that their head appears as 10px in diameter.

Am i right or wrong is saying that settings at high dpi/low sensitivity (raw input of course), would have an advantage over low dpi/norm/high sensitivity?
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post #2 of 16
Only if the sensitivity is set high enough to cause pixel skipping. If there's no pixel skipping, they're at best identical and at worst the high DPI is worse because the sensor is pushed past its limits. Some mouses also have sweet spots where one DPI setting is simply better than any other.
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post #3 of 16
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Quote:
Originally Posted by B!0HaZard View Post

Only if the sensitivity is set high enough to cause pixel skipping. If there's no pixel skipping, they're at best identical and at worst the high DPI is worse because the sensor is pushed past its limits. Some mouses also have sweet spots where one DPI setting is simply better than any other.

I'm currently using a G400. Was thinking of trying 3600 cpi

I know with my spawn/g9 that at higher cpi i could notice some difference. whether that be jitter or getting more movement at smaller mouse movements which wasnt possible at lower cpi, i dont know.

i'll simply have to test it
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post #4 of 16
DPI is just sensitivity.
post #5 of 16
At a certain game sensitivity you will get pixel perfect tracking (not hard to achieve). Below that won't really make a difference no matter how high you set your DPI to compensate.
post #6 of 16
Thread Starter 
Quote:
Originally Posted by end0rphine View Post

At a certain game sensitivity you will get pixel perfect tracking (not hard to achieve). Below that won't really make a difference no matter how high you set your DPI to compensate.

in a game like Team Fortress 2 we get a percentage like 0.022%(unsure of the correct) change in view per count.

I'm really interested in what sensitivity you mean and if you have a good technique to discover this.
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post #7 of 16
Quote:
Originally Posted by mattavich View Post

in a game like Team Fortress 2 we get a percentage like 0.022%(unsure of the correct) change in view per count.
I'm really interested in what sensitivity you mean and if you have a good technique to discover this.

Are you referring to default yaw and pitch? If so. 0.022 x "3" default sensitivity value = 0.066 "camera rotation" (x DPI value)

The amount of pixel perfect tracking is based on resolution size, but tbh, it won't really matter in game. You'll only really "feel" a loss of precision with a really high sensitivity multiple.
Edited by Skylit - 9/3/12 at 9:38am
post #8 of 16
Thread Starter 
Quote:
Originally Posted by Skylit View Post

Are you referring to default yaw and pitch? If so. 0.022 x "3" default sensitivity value = 0.066 "camera rotation" (x DPI value)
The amount of pixel perfect tracking is based on resolution size, but tbh, it won't really matter in game. You'll only really "feel" a loss of precision with a really high sensitivity multiple.

I've always found that sticking to the numbers has given me great results. This is why i do the reasearch on mice/sensors/making sure my hand movement is interpreted the most accurately in game.

my resolution is 1680 x 1050

I would really like to read about what you describe. do you have any links or can you explain it to me?

I'm pretty good with my aim and being able to hit those 10 pixels can sometimes depend on the settings i use as muscle memory cant get *that* much better for me unless i put in lots of hours a day. I've often found a new mouse or understanding certain settings to gain an advantage to improve my play rather than "just use what you feel is best".
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post #9 of 16
being this OCD about it is what blocks your mind from actually performing good in FPS.
post #10 of 16
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Quote:
Originally Posted by Antero View Post

being this OCD about it is what blocks your mind from actually performing good in FPS.

I understand what you mean, but i've improved because of this to be honest. Making sure movements translate properly is critical to making sure you can reach your potential.

You are only as good as the tools you use. If this wasn't the case, we'd all be using random stuff like trackballs and ball mice.
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